Hiding actor details and removing them as targets in Battle Scene


Nov 16, 2016
Reaction score
First Language
Hi everyone,

I'm investigating a few different ways in which I can bring to life the Summon system I have planned for my game. I'm not going to go into the minutia of the whole thing here, but one facet of it involves using an actor slot and "adding" that party member to the current party in battle so it can be utilized.

However, as a Summon - this is not an actor I want the player to be able to control, much less even see any trace of in the visuals and in the UI.

Is there a way to hide all an actor's information from the UI using a simple script, a pre-existing plugin, OR will a custom plugin have to be built for this?

The second part of the equation is that this actor cannot be a valid target for any enemy attacks, or ally skills, whatsoever - they need to be completely off the grid and inaccessible in that respect.

Would anyone have any suggestions for either of these points?



Jun 6, 2020
Reaction score
First Language
Primarily Uses
So, there are multiple things here...

How to do summons at all - Not sure if you're looking for this, but my recommendation is SRD_SummonCore.

Not controllable - With SRD_SummonCore, it takes an actor from your database and adds it to your party as a summon, so all you have to do is make sure that that actor has the auto-battle flag.

Not shown in battle status - I believe the code I posted in the other thread does this, assuming that you use SRD_SummonCore (it calls a function defined in that plugin).

Not targetable by allies - The code from the other thread likely covers this as well, but you'll have to try it and see.

Not targetable by enemies - Just set the actor to have a target rate of 0%.

Note: There is also an addon to SummonCore which fixes some bugs in the base plugin; you can get it in this thread. It says it is for version 1.05 but it appears to work also for 1.06 as far as I can tell. I also spotted one bug that it doesn't fix related to the "restrict per position" option in SummonCore, you can let me know if you need that fix.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

ESAMarathon on Twitch, now streaming "Eat Girl". Yep, that's the title of a game... Apparently it's a Pacman knockoff.... Which is of course the only logical conclusion one would get from a name like "Eat Girl". :kaopride: I can't believe anybody would think anything else! :kaoback:
Super stoked i just finished my first town in my project, by finished i mean i can always add more decorative aesthetics and the NPCs don't talk yet but the mapping is complete and all the important chess pieces are present!
My brain: Hey, I have an idea how to make the transition to the main story quest in The Wastes more natural!
Me: Good!
My brain: You need to remake the hotel you start out in, it's not realistic enough.
Me: Ok... This was unexpected, but I can do it.
My brain: Now make each hotel floor 5 times as large to match the main part. Oh, you also need to make a bunch of new npcs to fill in the space on these maps.
Me: Crap.
Should be able to release Haxe MV/MZ next weekend.
It look that somehow MZ tracks are messed up (for example battle4 is obviously a theme, castle2 is a ship, ship1 is a scene and so on..). Maybe they just named them after with some ambiguity.

Forum statistics

Latest member